That happened to me at first as well. What made it feasible was to reconsider how I was approaching the fights
spoiler
literally: approaching a worm’s tail, while keeping the head as far away from me as possible, let me kill the worm before its cloud and eruption attacks ever reached me! Took about 4-5 rare uranium cannon shells to kill it in around 5 seconds, tops.
I got really into chip defense. The concept is a really fun twist on classic enemy hp mechanisms in tower defense. However I think the game’s controls design “scales” poorly with its difficulty curve. Building a new “tower” takes too many taps for the game to continue running in the background. Same for upgrading towers. The worst is when starting a level, you kind of need to rush placing towers to not mechanically end up in a fail state.
If the game let you build and upgrade when paused (or at least queue up those actions to be executed when un-paused) I would have continued playing it.